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Starting a TGEA Project

Starting a TGEA Project
Name:John E. Nelson
Date Posted:Jan 15, 2008
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Blog post
Well I decided to use TGEA for a new prototype game, along with Faust Logic: AFX:CoreTech for TGEA. The combination of these products make my art assets sing. I am an experienced producer, and 3D Artist, but not a hard core programmer. So I am looking for contractors to take up some of the tasks so that I can get the prototype put together quickly. I already have a large inventory of 3D assets for this game, so I just need to export them from 3DS Max to the Torque format. By next week I plan to have a few screenshots of the initial work, and continue adding them to show progress. I license many engines, but I feel TGEA is ready for my next project. It is very exciting.

Update!
I have also purchased Yack Pack to be included in the prototype.
The team is now 7 members strong, and include programmers, multiple artists, music composer, and producer. We are using Overlord for the management of assignments, which is working well for us. Also I have an svn for the source code, and a file storage site for all the asset management with security. So after the first four days we have accomplished quite a bit. It is moving along and starting to take shape.

Recent Blog Posts
List:11/03/08 - Tribulation Knights and Torque Tech used
10/31/08 - Tribulation Knights and Green-Ear SDK
04/22/08 - Tribulation Knights Interiors
04/14/08 - Tribulation Knights working on TGEA 1.7
03/20/08 - Tribulation Knights TGEA 1.7 Beta Testing
03/01/08 - Tribulations Knights Enforcer Upgrade
02/23/08 - Tribulations Knights emissive texture test
02/19/08 - Tribulation Knights

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John E. Nelson   (Jan 30, 2008 at 21:00 GMT)
Update!
We have added polysoup support to the prototype game.
Edited on Jan 30, 2008 21:01 GMT

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